My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
RIP
Versatility
Good
F2P score
RIP

1 problems 7 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Baby Dragon Witch Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Baby Dragon Witch Prince Inferno Dragon Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Hogs

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Hogs Prince Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Barbarians Royal Hogs Baby Dragon Prince Mega Knight

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Royal Hogs

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Royal Hogs Skeleton Army Prince Inferno Dragon
Giant Snowball
Barbarians Royal Hogs Skeleton Army Baby Dragon Witch Inferno Dragon
Zap
Royal Hogs Skeleton Army Witch Prince Inferno Dragon
Barbarian Barrel
Barbarians Royal Hogs Skeleton Army Witch
The Log
Barbarians Royal Hogs Skeleton Army Witch Prince
Earthquake
Barbarians Royal Hogs Skeleton Army Witch
Arrows
Royal Hogs Skeleton Army Witch
Royal Delivery
Barbarians Royal Hogs Skeleton Army Baby Dragon Witch Prince Inferno Dragon
Fireball
Barbarians Royal Hogs Skeleton Army Baby Dragon Witch Inferno Dragon
Poison
Barbarians Royal Hogs Skeleton Army Witch
Lightning
Baby Dragon Witch Prince Inferno Dragon
Rocket
Barbarians Royal Hogs Witch Prince Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Skeleton Army Baby Dragon Prince Inferno Dragon Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Barbarians Witch

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeleton Army Baby Dragon Inferno Dragon Barbarians Royal Hogs Witch Prince Mega Knight

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

16 Skeleton Army Baby Dragon Inferno Dragon Barbarians

Attack Synergies 2 7

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Barbarians
Royal Hogs
Mega Knight
Skeleton Army
Baby Dragon
Witch Prince Inferno Dragon Mega Knight
Witch
Baby Dragon Prince Mega Knight
Prince
Mega Knight Baby Dragon Witch
Inferno Dragon
Mega Knight Baby Dragon
Mega Knight
Prince Inferno Dragon Royal Hogs Baby Dragon Witch

Defense Synergies 0 10

Barbarians
Skeleton Army
Royal Hogs
Skeleton Army
Barbarians Prince Inferno Dragon
Baby Dragon
Witch Prince Inferno Dragon Mega Knight
Witch
Baby Dragon Prince Mega Knight
Prince
Skeleton Army Baby Dragon Witch
Inferno Dragon
Skeleton Army Baby Dragon Mega Knight
Mega Knight
Baby Dragon Witch Inferno Dragon

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Baby Dragon
Barbarians Skeleton Army Inferno Dragon Witch Prince Mega Knight
Barbarians Skeleton Army Witch Prince Mega Knight Inferno Dragon
Barbarians Skeleton Army Witch Prince Inferno Dragon Mega Knight
Barbarians Skeleton Army Prince Mega Knight
Skeleton Army Baby Dragon Mega Knight
Inferno Dragon Baby Dragon Witch
Barbarians Baby Dragon Mega Knight
Barbarians Witch Inferno Dragon Skeleton Army Prince
Skeleton Army Barbarians Prince Mega Knight
Barbarians Skeleton Army Witch Baby Dragon Mega Knight
Inferno Dragon Baby Dragon Witch
Barbarians Skeleton Army Prince Mega Knight Witch
Skeleton Army Mega Knight Barbarians Baby Dragon Witch Prince
Barbarians Skeleton Army Inferno Dragon Prince Mega Knight
Barbarians Skeleton Army Prince Inferno Dragon Mega Knight
Barbarians Mega Knight Skeleton Army Witch Prince
Mega Knight Barbarians Skeleton Army Baby Dragon Witch Prince
Baby Dragon Witch Barbarians Inferno Dragon Mega Knight
Barbarians Prince Inferno Dragon
Skeleton Army Mega Knight Barbarians Baby Dragon Witch Prince

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Barbarians Skeleton Army Mega Knight Witch Prince
Baby Dragon Prince Inferno Dragon Mega Knight
Barbarians Skeleton Army Mega Knight Witch Prince
Skeleton Army Prince Mega Knight Barbarians
Barbarians Skeleton Army Witch Prince Inferno Dragon Mega Knight
Baby Dragon Witch
Skeleton Army Prince Barbarians Witch
Mega Knight Barbarians Skeleton Army Prince Inferno Dragon
Mega Knight Barbarians Skeleton Army Baby Dragon Witch Prince Inferno Dragon
Witch Barbarians Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Barbarians Witch Prince
Skeleton Army Mega Knight Barbarians Prince
Barbarians Skeleton Army Prince Mega Knight Witch
Barbarians Skeleton Army Baby Dragon Witch Mega Knight
Barbarians Skeleton Army Witch Baby Dragon Prince Inferno Dragon
Mega Knight Barbarians Baby Dragon Witch Inferno Dragon

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Baby Dragon
Baby Dragon
Baby Dragon
Barbarians Prince
Baby Dragon Mega Knight
Baby Dragon Witch
Baby Dragon Witch
Baby Dragon
Prince
Prince
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Prince
Baby Dragon Witch
Baby Dragon Mega Knight
Baby Dragon Prince Mega Knight
Baby Dragon Witch Mega Knight
Baby Dragon Prince Mega Knight
Prince
Barbarians Baby Dragon
Baby Dragon Witch Mega Knight
Witch Inferno Dragon
Baby Dragon Witch
Baby Dragon Witch Prince Mega Knight
Baby Dragon
Baby Dragon Witch
Witch
Mega Knight
Prince Mega Knight
Barbarians Skeleton Army Witch Prince
Baby Dragon Witch
Baby Dragon Prince Mega Knight
Baby Dragon
Prince Mega Knight
Baby Dragon Witch
Witch
Baby Dragon Witch Prince Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: